Weapon Focus: At first level, the acrobat gains the Weapon Focus feat for a weapon with which he is proficient.

Two-Weapon Fighting: At first level, the acrobat gains the Two-Weapon Fighting feat, even if he doesn't meet the prerequisites for it.

Close Skirmish (Ex): At second level, after moving 10' the acrobat adds an extra 1d6 damage to all melee attacks he makes until the end of his turn. This damage increases by another 1d6 at level five and every two levels afterwards (7, 9, 11, etc). This damage is considered Precision damage, and deals 1/2 damage to creatures normally immmune to critical hits.

Dance of Battle: An acrobat is constantly showing off their quick movements in battle, turning combat into a beautiful dance of colors and shapes as the acrobat's whirling movements throw off an opponent's aim. At second level, the acrobat gains the Shielded in Life feat with Charisma.

Dash: At third level, the acrobat gains the Dash feat, even if he doesn't qualify for its prerequisites.

Rapid Footwork (Ex): Starting at third level, the acrobat's gains a 10' enhancement bonus to his speed. This speed enhancement increases to 20' at level 11.

Focused Speed (Ex): At fourth level, the acrobat gains a +1 competence bonus to all attacks made after moving at least 10'. This bonus increases by another one every four levels afterwards, reaching a maximum of +5 at level 20. This competence bonus stacks with any competence bonus granted by any class, but not one granted from feats or other abilities.

Improved Two-Weapon Fighting: At sixth level, the acrobat gains the Improved Two-Weapon Fighting feat, even if he doesn't meet the prerequisites for it.

Greater Two-Weapon Fighting: At eleventh level, the acrobat gains the Greater Two-Weapon Fighting feat, even if he doesn't meet the prerequisites for it.

Improved Sure Climb (Ex): At 19th level an Acrobat gains a Climb speed equal to his land speed.